GU update concepts (A. Sol, Azir, Kalista, Kindred)

Bârd·2/25/2017, 1:12:14 AM·2 votes·1,087 views

I originally put this in Concepts/Creations, but I guess that was the wrong place. K then.

AurelionSol Goal: Make him less clunky and more fun while still preserving the A. Sol playstyle. Passive: Star speed increased to current Celestial Expansion speed. Q: No longer has a minimum range. W: CD reduced, but no longer increases damage/speed while stars are extended. E: Taking damage no longer knocks you out of the air (CC will still do the job). R: Unchanged

Azir Goal: Make Azir play like an agressive commander while nerfing his early zoning. Passive: (In addition to the turret) Sand Soldier basic attacks reduce the remaining cool downs of your Q and E by 0.33 seconds per soldier attacking, triple effect versus champions. This effect is reduced by 1% per 1% CDR you have (Taric style). Hitting multiple units with one soldier has no bonus effect. Q: CD increased by 3 seconds W: Soldiers lifespan now 4 seconds and multiple soldiers hitting the same unit now deal only 20% damage. 2 seconds every of life span restored each time they hit a champion (can't store more than 4 seconds of life). Soldiers life spans can not be extended if they are under an enemy tower. E: CD increased by 3 seconds, knock up on hitting a champion is back. R: idk maybe some bug fixes? That sounds like an Azir thing.

Kalista Goal: Make her play more like an angry spirit out to get you, less like a bunny with a toothpick. Passive: Hopping and "Unique Drawbacks" gone. Kalista can now attack without interrupting her movement at all, and she gains a huge MS boost when moving towards a champion she is currently attacking. Gain 1% damage reduction versus the enemy you are currently attacking for each kill that you and your oathsworn have worked together for. Q: Now pierces minions even if they aren't killed, but deals 50% damage to them. W: Kalista and her Oathsworn gain movement speed while moving towards an enemy scouted out by a sentinel. Sentinels are now semi transparent, do not glow, and their vision cones are no longer visible. E: The fact that this spells damage increases by the number of spears in the target is now LISTED ON THE ABILITY. Kind of important, you know? R: Pull distance increased to 2500.

Kindred Goal: Make them more based around finishing people, make Wolf feel more visceral. Passive: Changed to % missing HP damage. Q: CD decreased significantly, but is no longer reduced by wolfs frenzy. The closest enemy is dealt bonus damage and revealed. W: Wolf now violently dashes to enemies near Lamb, dealing massive damage to whoever he is currently attacking. Wolf starts off next to Lamb, and prioritizes the nearest champion to him, overridden if there is a champion at critical health in range. Kills refresh the duration and cause Wolf to attack more quickly. E: No longer slows on cast, but the damage applies a brief stun and ignores a large chunk of armor. R: No longer heals. Minimum HP in the circle increased to 200/250/300 +10% max HP.

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